Sovereign eels are dauntingly powerful creatures with a tough and thick hide covering a long body that they use to move surprisingly quickly underwater. They can eat almost any organic matter but prefer living prey, they show an understanding of complex concepts, and personalities, and seem to communicate with one another in ways that often seem odd to such a monstrosity.
When they are hunting they hide in caves and behind rocky debris to surprise the aim of their hunt, it’s said that when you notice a sovereign eel it’s already too late. If you’re caught near the awesome beast you will feel your mind begin to betray you to thoughts that don’t always seem your own, it can even command prey to move closer to it so it’s easier to catch. Once in its reach, it will strike with barbed appendages near its mouth that pierce not only the body but the mind, causing their victim to freeze in place with a cold terror, though it is said the strong-willed can overcome such a fear. Once held in this freezing fear the eel will bite down on its victim and call for its young to feed as well.
If the sovereign eel fears for its life after confronting something stronger then it will attempt to flea to protect its life and the life of its brood. The psychic assault of the sovereign eel will go from a soft prodding to a heavy-handed beat as it assaults the minds of those that threaten it to not know who is a friend and who is a foe, and hoping to use the confusion to escape.
D&D stats and special abilities
Huge Monstrosity, Lawful Neutral
Armor Class 17 (natural armor)
Hit Points 167
Speed 5 ft., swim 60 ft.
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
11 (0) |
18 (+4) |
18 (+4) |
14 (+2) |
12 (+1) |
Saving Throws CON +8, INT +8, WIS +6
Skills Stealth +6, Perception +10
Senses Darkvision 120 ft., Passive Perception 20, blindsense 20 ft
Languages: Deep Speech
Challenge: 11
Proficiency Bonus: +4
Amphibious
The Sovereign Eel can breathe air and water.
Murky Mind Aura
The Sovereign Eel is surrounded by a field of innate telepathic power. When within 5ft of the Sovereign Eel all creatures hostile to it gain a -1D4 to all Wisdom Saving Throws.
Mind Hunter
If a creature is in an altered state of mind, such as the frightened or charmed condition, the Sovereign Eel knows it’s nearby and gains any advantage on Wisdom (Perception) checks to find the creature.
Actions
Multiattack
The Sovereign Eel makes one Bite and Two Probe attacks
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage
Probe. Melee Weapon Attack: +8 to hit, reach 10 ft. one target. Hit: 15 (3d6 + 5) piercing damage and the target must make a DC 14 Wisdom saving throw or become Frightened and it’s speed becomes 0 until the end of it’s next turn.
Command (5/Day)
The sovereign eel targets one creature it can see within 60 feet of it. The target must succeed on a DC 16 Wisdom saving throw or be magically charmed until dawn. The charmed target obeys the Sovereign Eel’s single word command. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw to end the effect. If the target successfully saves, or if the effect on it ends, the target is immune to this Command for the next 24 hours.
The most common command is approach.
Legendary Actions
The sovereign eel can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Sovereign Eel regains spent legendary actions at the start of its turn.
Detect
The sovereign eel makes a Wisdom (Perception) check.
Feed the Young
The sovereign eel calls on it’s young to feed. Choose one charmed or frightened creature within 60 feet. That creature takes 16 (3D10) damage as a swarm of tadpoles descend on it.
Fed by Blood (Costs 2 Actions)
The sovereign eel makes one bite attack against a creature charmed or frightened by the takes, and the sovereign eel regains hit points equal to the damage the creature takes.
When at less than half its health the sovereign eel gains these legendary actions:
Physic Chaos (Once Per Day). The sovereign eel may cast Enemies Abound on any number of targets in Murky Mind Aura.
Illusionary Retreat (Once Per Day)
The sovereign eel may choose to teleport to an unoccupied space 60ft from it that it can see and creates an Illusion of itself in its previous space, if it does not teleport than it creates an Illusion in an unoccupied space 60ft from it that it can see. If a creature attacks the illusions they must make an DC 16 intelligence saving throw to see through this illusion.